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Why won't the AI planes attack me?

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Does anyone know if there is a way to make the AI planes more aggressive in attacking and dogfighting? I have set their intelligence and experience to 100 in the .ini files and they still won't attack my plane no matter what I do. (Although they do seem to be much more adept at avoiding my gunfire and missiles when I attack them...) I will attack a plane and then drop my speed and wait for it to attack me...and it acts as though I am not even there and flies away. I only seem to be capable of dying at the hands of the SAMs, and it sure ain't 'cause I am a good pilot!

 

Is this simply a matter of what mission I am currently flying? For instance, on the first mission of a campaign, perhaps they don't attack, but gradually get more aggressive as I complete missions and get further into the campaign?

 

Or maybe it's because of what sort of mission that particular AI plane is set to fly? (For instance, if it's programmed to attack a ground target it may ignore air targets?)

 

Or maybe I am just missing something... :slow:

 

Thanks!

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Does anyone know if there is a way to make the AI planes more aggressive in attacking and dogfighting? I have set their intelligence and experience to 100 in the .ini files and they still won't attack my plane no matter what I do. (Although they do seem to be much more adept at avoiding my gunfire and missiles when I attack them...) I will attack a plane and then drop my speed and wait for it to attack me...and it acts as though I am not even there and flies away. I only seem to be capable of dying at the hands of the SAMs, and it sure ain't 'cause I am a good pilot!

 

Is this simply a matter of what mission I am currently flying? For instance, on the first mission of a campaign, perhaps they don't attack, but gradually get more aggressive as I complete missions and get further into the campaign?

 

Or maybe it's because of what sort of mission that particular AI plane is set to fly? (For instance, if it's programmed to attack a ground target it may ignore air targets?)

 

Or maybe I am just missing something... :slow:

 

Thanks!

 

The AI in First Eagles and Wings Over Israel are extremely aggressive and will attack you. The other games (SF, WOV, WOE) have never had AI that was overly aggressive, but that should change when they are upgraded to the same standard as the more recent versions. In the mean time, you have a chance to practice bombing before things get hot.

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Moved this to the proper Forum...

 

Remember folks:

 

Answers in the Knowledge Base (hopefully!!!)

Questions in the main Forums

 

Thank you!!! :biggrin:

 

To business...

 

There are a couple of mod for the AI that tweek them out; I can't remember exactly where they are, but look in the downloads section, or try the Search button for "Uber AI".

 

Try that one, and see if it 'wakes them up' so to speak!

 

Wrench

kevin stein

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Also, I suggest that you try editing the "MaxVisibleDistance" parameter in each aircraft's data.ini file (you'll find it under the "detect system" header). I add 10000 to each value, for example, if it's currently "8400.0", make it "18400.0". This imbues the AI with what amounts to GCI or AWACS coverage, and forces BVR engagements.

 

I suggest that you do the opposite for stealthy aircraft, cutting the distance by half or even by 75% (IE., 8400.0 to 4200.0 or even 2100.0), just to keep things somewhat realistic.

 

Know what? I'm adding this to the Knowledge Base. :smile:

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The AI in First Eagles and Wings Over Israel are extremely aggressive and will attack you. The other games (SF, WOV, WOE) have never had AI that was overly aggressive, but that should change when they are upgraded to the same standard as the more recent versions. In the mean time, you have a chance to practice bombing before things get hot.

 

 

Very interesting! Another member gave me the AIRCRAFTOBJECTS file for WOI and when I used it, I definitely noticed a difference. Thanks!

 

:smile:

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Moved this to the proper Forum...

 

Remember folks:

 

Answers in the Knowledge Base (hopefully!!!)

Questions in the main Forums

 

Thank you!!! :biggrin:

 

To business...

 

There are a couple of mod for the AI that tweek them out; I can't remember exactly where they are, but look in the downloads section, or try the Search button for "Uber AI".

 

Try that one, and see if it 'wakes them up' so to speak!

 

Wrench

kevin stein

 

 

 

:oops: I thought I did have the right forum...maybe I need to re-read the forum rules more carefully next time! :sorry:

 

I was actually able to get the AIRCRAFTOBJECTS file for WOI and when I dropped it into WOE, it seemed to fix the problem. Now I can't seem to stop dying! Thanks! :biggrin:

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Also, I suggest that you try editing the "MaxVisibleDistance" parameter in each aircraft's data.ini file (you'll find it under the "detect system" header). I add 10000 to each value, for example, if it's currently "8400.0", make it "18400.0". This imbues the AI with what amounts to GCI or AWACS coverage, and forces BVR engagements.

 

I suggest that you do the opposite for stealthy aircraft, cutting the distance by half or even by 75% (IE., 8400.0 to 4200.0 or even 2100.0), just to keep things somewhat realistic.

 

Know what? I'm adding this to the Knowledge Base. :smile:

 

 

Excellent! I will definitely give this a try. :salute: Thank-you so much for the suggestion! :notworthy:

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I am specialising in BVR engagement. To give you some background, I have SFP1, WoV, WoE and WoI. WoI is indeed aggressive. I used a file comparison utility ActiveFileCompare which is a freeware. I used it to compare AIRCRAFTOBJECTS.INI of SFP1 and WoI. You will find many lines are absent from SFP1 but preent in WoI. A few lines are modified in WoI. These differences account for the performance of AI aircraft and their initiatives.

 

PM me, if you care. I have recently discovered a more aggressive approach for engaging enemy aricrafts.

 

For example: This block of lines are added to the WoI's AIRCRAFTOBJECTS.INI under DogfightNovice

 

MissileDetectChance=10
MaxCannonRange=4000
OptimalCannonRange=1000
MinCannonRange=500
MaxRollForGunAttack=45
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=0.5
MaxRudderForManeuver=0.7

 

This is the lines under DogfightAce

 

MissileDetectChance=100
MaxCannonRange=2000
OptimalCannonRange=500
MinCannonRange=100
MaxRollForGunAttack=180
CannonBurstLengthShort=0.25
CannonBurstLengthLong=0.5
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

Edited by Basher11

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These lines do not presently apply to SF/WoV/WoE, as they are not present in the aircraftobject.dll, hence, the game engine does not "understand" them.

 

MaxRollForGunAttack=180

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

This will change when those titles are upgraded to SP5, after which they'll brought up to parity with WoI and FE.

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Don't forget, too, the enhanced AI section that can be added to each aircraft's data ini; I've added it to several (most of the WW2 birds already come with it)...and it works for jets too

 

[AIData]

AileronDeltaRoll=1.2

AileronRollRate=-1.0

ElevatorDeltaPitch=1.0

ElevatorPitchRate=-0.1

ThrottleDeltaSpeed=0.01

ThrottleVelocity=-0.05

DeltaSpeedForAfterburner=10

DeltaSpeedForAirbrakes=-30

MaxPitchForAltitude=15.0

MinPitchForAltitude=-35.0

PitchForThrottle=0.002

PitchForAltitude=0.005

PitchForVerticalVelocity=-0.01

RollForHeading=35.0

RollForHeadingRate=-0.5

MinRollHeading=15.0

MaxRollForHeading=45.0

PitchForRoll=0.25

FormationSpeedForPosition=0.8

FormationSpeedForRate=0.5

GunnerFireChance=100

GunnerFireTime=2.5

GunnerAimOffset=0.0050

 

I haven't noticed a GREAT change in behavior, but something is different. And it don't seem to matter if it's prop or jet - bomber, attack, fighter, etc.

 

As to the patch, I'm betting we won't see until the sometime in the last quater of the year.

 

Wrench

kevin stein

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I think the original intention of the enhanced AI data in the aircraft_data.ini was for complex FMs that wouldn't be flyable by the AI... these values would "dumb it down" so to speak to let the AI handle the aircraft and be able to fly it reasonably well.

 

As for the different roles, there are different codes for the AI (not outlined in the aircraftobject.ini) that change their agressiveness and behaivor. (i.e. a bomber wouldn't dogfight)

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I think the original intention of the enhanced AI data in the aircraft_data.ini was for complex FMs that wouldn't be flyable by the AI... these values would "dumb it down" so to speak to let the AI handle the aircraft and be able to fly it reasonably well.

 

As for the different roles, there are different codes for the AI (not outlined in the aircraftobject.ini) that change their agressiveness and behaivor. (i.e. a bomber wouldn't dogfight)

Do you mind disclosing the spoiler?

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I think the original intention of the enhanced AI data in the aircraft_data.ini was for complex FMs that wouldn't be flyable by the AI... these values would "dumb it down" so to speak to let the AI handle the aircraft and be able to fly it reasonably well.

 

As for the different roles, there are different codes for the AI (not outlined in the aircraftobject.ini) that change their agressiveness and behaivor. (i.e. a bomber wouldn't dogfight)

 

http://forum.combatace.com/index.php?act=attach&type=post&id=10662

 

Sometimes if you piss the bomber off he will come for you

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find this on my computer

 

sorry don't know the author

 

WARNINGS: The skill level stuff doesn't work independently of ai data in the FMs, so you can't completely change the ai behavior of the plane unless you mod that too - I don't recommend you do that unless you test extensively. Do not mod the {aidata] section in the Aircraftobject.ini under ANY circumstances - Big Problems. This is overrridden by whats in the FMs themselves, and where these are not present, its for good reason, the generic ones work well, eg most of TKs. Finally, if you try out changes like below, and at some time in the future, some planes (not all necessairly), the AI are funny/out of control either in dogfighting or in formation, delete your changes. The changes you have made are probably the cause of AI problems - most of the AI are fine now. Don't blame the game, don't blame me.

 

All the parameters will effect the AI, but some of the major ones are (from Ace skill level in the default Aircraftobject.ini that came with the game), and remember that capability and aggressiveness are different:

 

DefensiveAngle=120

MaxRollForGunAttack=180

MaxPitchInput=1.0

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

Most important from a capability perspective is MaxPitchInput=, max value is 1.0. Its how much the pitch values in the FM and aidata section of the FMs are used by the AI. If you find AI planes turn too tightly, too manoeuvrable, too capable - ie, too difficult - then reduce for all skill levels. Values higher than 1.0 do not work, its reduced to 1.0.

 

Secondary from a capability perspective are the MaxRudderForGunAttack= and MaxRudderForManeuver= parameters. I use 3.0 for MaxRudderForGunAttack= and it works, but it would be limited to some value, TK always does this, its good programming practise. The first is how much rudder the AI will use WHEN it starts a gun attack (ie, lines you up and decides to attack, or is shooting at you), the second is rudder generally for both defensive actions (sideslipping), and offensive how quickly it comes around (eg, using rudder together with roll will mean it turns quicker). The AI uses rudder very effectively now since EP, so these are important, but not as important still as MaxPitchInput=. If you were making AI harder or easier, I'd vary these a bit, but not much.

 

Lastly, are MaxRollForGunAttack=, and DefensiveAngle=. They sort of work together, and are the MOST important from an aggressiveness perspective.

 

MaxRollForGunAttack= measured from the front of plane basically "says", if an enemy is within this arc, undertake aggressive actions. Now, if you make this 360, as I do, it means, that say in 1:1 (1:1s are a good way to see how an AI performs, in a pure form, and its how they will be in furballs too), the AI will continually be trying to attack you, rather than being defensive. If you set it at 90, it will be mainly defensive.

 

DefensiveAngle= works somewhat with MaxRollForGunAttack=. It tells the AI if an EA is within that arc (measured from rear), then take defensive action. It seems to mostly take precedence over MaxRollForGunAttack=, ie, if you are say at rear of AI, it will do defensive maeouvers like sideslip turn dive climb, until it has you in the MaxRollForGunAttack defined arc, then it attacks. The AI is far better if it attacks more.

 

I have tried reducing DefensiveAngle= to 30, but thats a problem. You can be on its tail, and it does nothing, even tho MaxRollForGunAttack= is 360, it should be attacking. Optimal seems 60, they are pretty tough then. What happens is they jig about when you are on their tail, until you are out of their 60 degree angle (which is easily done), and then turn around because of the MaxRollForGunAttack=360 angle and attack.

 

My conclusion is that MaxRollForGunAttack=360 isn't actually 360, maybe less, or more logically, there is a range of around 60 where the defensive action takes precedence over aggressive. All guessing of course. Increasing MaxRollForGunAttack= over 360 doesn't make any difference ...its probably the limit defined by TK.

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One thing worries me most right this moment is the game engine itself tells the ground attack flight groups to dumb off their loadouts and evade. And it seems that the code is inside the .DLL file not any .INI file which is editable.

 

Funniest thing is that includes bombers about to take off from the runway.

 

this feature hinders me from designing some really realistic mission.

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DefensiveAngle= works somewhat with MaxRollForGunAttack=. It tells the AI if an EA is within that arc (measured from rear), then take defensive action. It seems to mostly take precedence over MaxRollForGunAttack=, ie, if you are say at rear of AI, it will do defensive maeouvers like sideslip turn dive climb, until it has you in the MaxRollForGunAttack defined arc, then it attacks. The AI is far better if it attacks more.

 

I have tried reducing DefensiveAngle= to 30, but thats a problem. You can be on its tail, and it does nothing, even tho MaxRollForGunAttack= is 360, it should be attacking. Optimal seems 60, they are pretty tough then. What happens is they jig about when you are on their tail, until you are out of their 60 degree angle (which is easily done), and then turn around because of the MaxRollForGunAttack=360 angle and attack.

 

Have you then tried changing the Aircraft_DATA.INI file? The BlindArc parameter? If you "cheat" by making BlindArc= leaving ti blank, then AI pilot can actually see his six which in reality is not possible.

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Bombs are dead weight.Doesnt make for easy evading. Besides when a bomber gets shot at what do you want him to do- pose while you take a screenshot? He's honouring the threat for crying out loud man!

 

Taking off under attack is a combat pilots nightmare. The least he can do to build speed is to dump.

Edited by Stick

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img00001~2.JPG

 

After the modification, a MiG-21bis carrying its default Loadout fired in salvo mode 2 AA-2 and hit me like that. Crippled

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Again, some people don't seem to understand. So I will spell it out one last time, even though my first inclination is to close this thread before someone hoses their install trying to prove the unprovable :yes:

 

The series mainly relies on parameters defined within initialization (.ini) files. Those parameters MUST match data contained within the .dll (dynamic link library) file, that corresponds to the aforementioned .ini file. For example, AiircraftOnject.ini corresponding .dll is Aircraftobject.dll.

 

Back around January of 2003 or so, a gentleman by the name of Galanti "cracked the code" (so to speak) and suggested edits to change the behavior and aggression level of the AI. He uncovered this gem by using a hex-editor to peruse the data contained within the aircraftobject.dll, specifically, the data that controlled the AI aircraft.

 

A year or so later, based on (and credited to) Galanti's work, we released the first UberAI. It was upgraded over time to include new parameters as they became available (in SP3) including "ChanceUseVertical", "FightWithoutAmmo", etc. Work stopped on it after the release of WoE and SP4, so it's valid up to the current patch level of SF/WoV/and WoE.

 

In short, if the data is not there, the game engine will not understand it.

 

You might as well add the following line under DogfightAce, as it stands as good a chance of working as do some of the previous suggestions: ChanceFlipEnemytheBird=100

 

Now, if you open up the aircraftobject.dll in WoI and FE, you will see a lot of new & exciting parameters, but alas, you cannot use them in the previous titles until they are patched to SP5, and receive a new, game specific aircraftobject.dll in the process.

 

Oh, BTW, you cannot just drop the aircraftobject.dll from WoI or FE into those older games, either...it won't run.

 

Anyway, carry on, do silly things, claim that they work, lowered the price of oil in the bargain, and all that. But, maybe you should try pestering TK at ThirdWire and ask, first :lol:

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Take what Fubar has said like gospel. He has been only working with the AI for the last 4 years and knows it inside and out. So if you want to try this and that, move it to the "WHAT IF" forum and keep it out of the mainstream forums.

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